The obvious, quick-and-dirty workaround is to remove the animated graphics from the texture pack, i.e., the clock, the compass, fire, water, et cetera. The game will then load the default texture for those items and graphics, so you can at least see through flowing water and use your compass or clock. I'm still trying to wrap my head around all the texture pack changes 1.5 brought about and figure out not only where everything goes, but what it's freakin' *named* now.
I also noticed that still water under the texture pack is default, regardless of whether it's patched via MCPatcher or whether there's a water graphic in the texture pack or not. Which is weird, that it replaces the EldPack water with the default water, then tells us we're missing the flowing water graphic even though if it was working correctly, it wouldn't match up with the still water anyway.
I also tried using MCPatcher's new Convert Texture Pack feature, which is supposed to take an old-format texture pack and, ostensibly, convert it to the new format. I did it with my old custom Eldpack blend, and, while compasses actually showed up as something other than "missing graphic," they were blank, so I don't know if the clock dial is separate from the rest of the clock. So whatever new file the clock is supposed to be in is there, though it's not formatted right, or something. I'll poke at it some more.
Yeah I tried doing that myself but I still couldn't get it to work.
But then again I suck at these sorts of things.
Fixing the pack is pretts easy - open the minecraft.jar, go to textures/blocks and find the txt files (firer_0.txt, fire_1.txt and so on). Now just copy the files and add them to the texture pack (into the textures/blocks folder). Now do the same with the txt's in textures/items (to get clocks working), save the pack and you should be done. I am using the default 1.5 without any mods or patches and it worked flawless, so its pretty easy to get the pack working (exploring caves gets annoying if you cant tell the difference between flowing lava and water )
Yeah, water animates correctly to the texture provided in the texture pack now; problem is, the animated textures provided in EldPack UCP 13w05b (which is the current version in the OP) is the default; I'm wondering if JMan just grabbed the default ones when he compiled it last or something. So getting the current .txt files from the 1.5 default texture pack will animate them properly, at least, without removing or deleting the files themselves to bypass the texture pack in the first place, like my initial workaround.
They changed how the compass and clock work; before, you could change what the clock looked like by just providing an alternate texture with a pink block where the animated "clock" part goes that showed the time of day. Now, however, it needs a separate frame for each possible position of the clock face, just like other animated textures. This means, of course, we can have custom clocks and compass needles, but it takes more doing. For now, I fixed the clock so that it works like it has up until this point with a lot of copy-pasting:
Compasses are different because only the needle was overlaid previously, so somebody'll need to sit down and repaint the needle frame-by-frame onto the Eldpack texture to make it work. I could copy-paste it like I did the clock, but it'd change the look because the background of the default compass is different than the Eldpack background. I don't have the time or patience right now to fix it, but I might later if nobody beats me to it.
That leaves water and fire and such; I'm going to try using the MCPatcher Texture Pack Updater function again to see if it'll give me a working animated water graphic from an old version of Eldpack, or at least see what it spits out. In the meantime, there's the compass; just change that out in textures/items/ and you'll be able to tell the time again.
Btw, any chance that the next update for the pack changes the texture for the bookshelf? The current one has a bottle and is way to repetive if you are in a libary - I am pretty sure there was a texture without the bottle in a older version.
In the zip, JMan included "alts.png" which includes two alternate bookshelves, sans bottles. Just swap them into whatever texture file bookshelves ended up in.
Hi i am bit clueless, where can i download the uptodate version of this pack?
Edit:@Stygs: In which Minecraft texture/blocks folder should i copy the datas? The texture pack doesnt have such an folder.
Edit2: Your Tip is useless. Now Minecraft say, the texturepack is incompatible.
The most updated version of this pack is in the OP; it says 1.4.7 but it (mostly) works with 1.5. The actual name of the file is #Eldpack UCP 13w05b. Incidentally, JMan, you might want to think of a more straightforward version number system for those of us who don't bugger with the weekly builds.
If you unzip the texture pack, the textures are under a folder innocuously named "textures," in the "blocks" and "items" subfolders. Water, fire, and lava are in "blocks" and the compass and clock are in "items." Following Styg's instructions works to make them animate and clears up the "texture missing" problem. First, of course, you need to expand minecraft.jar to get to the original .txt files. Here's a step-by-step; I know it works on Mac OSX and is hopefully not too different from what you need to do in Windows or Linux:
1. Go into the bin directory in whatever directory your texturepacks directory is located in.
2. Extract the files from minecraft.jar. An easy way to do this for me was to simply rename minecraft.jar to minecraft.zip and double-click it (make sure to rename it minecraft.jar again afterward).
3. In the newly-unzipped minecraft directory, go to textures/blocks/.
4. Copy all the .txt files (fire_0, fire_1, lava_flow, lava, portal, water_flow, water) to Eldpack/textures/blocks. Unzip Eldpack if necessary to get to the subdirectories.
5. Go "up" a level to bin/minecraft/textures, and go to items/.
6. Copy both the .txt files (clock, compass) to Eldpack/textures/items.
7. Put the clock.png I posted here in Eldpack/textures/items
8. (optional) Compress/zip the Eldpack directory and put it in your texturepacks/ directory. You don't actually need to do this anymore, as Minecraft can load textures from texture packs in directories as well as .zips nowadays. Make sure that you select the directory instead of the .zip file when picking a texture pack if you do, though.
That should take care of non-animating textures, and restore the Eldpack clock. I'll go see if I can cobble together something for water and whatnot.
EDIT: So the MCPatcher Texture Converter doesn't create the text files or animated textures for water, fire, and such. It also just recreates the compass and clock with the static backgrounds that were designed for the overlaid basic needle and clock textures pre-1.5. So no help there; somebody (possibly me later) will have to redo the compass needle and everything manually. As a bonus, this (should) mean that custom water shouldn't require patching to work anymore, so there's that.
EDIT #2: I copy-pasted the water texture the appropriate number of times, using the textures from terrain.png, and while the water is now Eldpack water, it doesn't animate or "flow", though it's at least the right color. So we'll need, like I said, a completely custom animated flowing water texture, which is beyond my current ability to produce. Or somebody will need to figure out how the .txt files work; I reckon they probably tell Minecraft which frame of the animated texture to use in what order and for how long or something. I'll leave it in everybody else's hands for tonight.
Hello everyone, sorry I haven't been on recently, I've been completely forgetting to check my emails recently. In regards to the main current problem we've been facing, I've been trying to get it fixed, so that people wouldn't have to do it themselves, and even with the help of some of the kind people here, I can't seem to figure it out. I'm supposed to get the .txt files from the minecraft.jar, and put them in the texture pack, right? Only problem is, most of the text files I need seem to be blank currently...I'm just very confused all around. If someone could help me get it set up for everyone, I should be able to get an updated download ready sometime soon, but until I get it completely fixed, I'd rather wait for now. On a side note, I took some time to get the animated compass texture, so no one needs to worry about that.
Not sure what exactly the txt files do - all I know is that they are needed to remove the "missig texture" for the animated textures in the pack.
I guess the game is hardcoded to look for the txt files.
I tried even putting the empty ones in it, though, and it still didn't work. I think that animated textures are required to have the text file, and in it, the code or whatever for running the texture, in order for them to work
Hello everyone, sorry I haven't been on recently, I've been completely forgetting to check my emails recently. In regards to the main current problem we've been facing, I've been trying to get it fixed, so that people wouldn't have to do it themselves, and even with the help of some of the kind people here, I can't seem to figure it out. I'm supposed to get the .txt files from the minecraft.jar, and put them in the texture pack, right? Only problem is, most of the text files I need seem to be blank currently...I'm just very confused all around. If someone could help me get it set up for everyone, I should be able to get an updated download ready sometime soon, but until I get it completely fixed, I'd rather wait for now. On a side note, I took some time to get the animated compass texture, so no one needs to worry about that.
Glad to hear you got the compass texture; I didn't want to tackle it, honestly. I don't have the software to go about pixel-painting the way I used to; thus, most of my stuff is just copy-paste and recolors. Hopefully I'm of some help, at least.
For the text files, I noticed that some of them are blank, too, notably the compass and clock ones. I don't know if they add extra functionality; looking in the ones that *do* have something in them, it looks to me like they specifically call different "frames" of the graphic, along with telling it how long to display them. Without dinking around with it, I can only postulate, but that would (theoretically) mean you could "program" the graphic via the text file much like object-oriented programming, where you can call up a specific frame from time to time for a "blink" effect, or change the frequency of said effect without having to make an entire new image or use an addon. Just my conjecture, again. For the default functionality, apparently we don't need anything actually in *those* text files, specifically.
The water one, of course, is necessary just to make it display anything other than "texture missing" for flowing water. It's keyed to the default image, which again, without examining "frame" by "frame" I can't figure out how that works specifically, and I don't have a program where I could really create a flowing water graphic anyway so it'd be kind of moot if I figured out how exactly it works. I might try recoloring each "frame" (which I reckon to be one normal texture size) to see if I can note a difference and go from there; I'll gather what data I can so you actual artist types can hopefully benefit.
I zipped all the (default) text files in the correct hierarchical directory structure and included them here for anyone who needs them. Just put them in the /textures subdirectory, in the same directories they're contained in within the zip. Again, these work with the *default* water textures, not anything in Eldpack, but anyone else who wants to use them doesn't have to unarchive minecraft.jar to find them now.
Sorry for my harsh words, the sight not able to use this magnificent texture pack drove me crazy.
To Inform: I couldn’t see the download link because some of my browser-adds blocked the picture with the link. (I use NoScript and Addblockplus, this as a hint for other users that can’t see the link too.)
Thanks for your patience and sorry again for my rude words.
And sorry for my bad engrish (I think my grammar is really messed up)
Edit: Has it a special reason why the sun is cube shaped? i liked the round one... what must i do to make it round?
No worries on the grammar or anything; you get the point across just fine. And your words weren't too harsh; like you said, it was just a browser add-on blocking the image, you owned up to it, it's all good.
As for the sun, it should be round... check the terrain subdirectory in your texture pack and make sure sun.png is there. I don't *think* you need to use MCPatcher to get custom sun and moon textures, but if you haven't patched your Minecraft, it's not a bad idea. There's other bonuses to using MCPatcher, other than just the custom skies.
I know - I just dont think the default texture should be so obvious repetitiv.
The bottle one is Eld's original; when possible, we've tried to use as many of Eld's original textures as the "default" for the continuation project. So that's why it's the default. I, too, think it breaks things up in libraries to have that many bottles, but that's why that one was chosen.
Hey all. Been a while. I did some more textures.. Here's what I got.
I touched up hellrock to give it more depth and color variation, reduced the dither on cobble (it's a taste thing), redid iron fences to give them more versatility, nether brick, brick blocks and all of quartz done except for chiseled. Also gave ferns little brown stem things.
On top of that, I animated the fire in furnaces, jack-o's and even gave diamond ore a little glint. Emerald will get one too when I get around to it. I can't be bothered to make gifs of each, but trust me, it looks pretty alright. Ooh, and I went through and did all of the ctm png's of glass. Pain in the ass, but worth it.
Hey all. Been a while. I did some more textures.. Here's what I got.
I touched up hellrock to give it more depth and color variation, reduced the dither on cobble (it's a taste thing), redid iron fences to give them more versatility, nether brick, brick blocks and all of quartz done except for chiseled. Also gave ferns little brown stem things.
On top of that, I animated the fire in furnaces, jack-o's and even gave diamond ore a little glint. Emerald will get one too when I get around to it. I can't be bothered to make gifs of each, but trust me, it looks pretty alright. Ooh, and I went through and did all of the ctm png's of glass. Pain in the ass, but worth it.
It actually is more or less fully updated to 1.5, I just realized that I should update the post title and the artwork however, so thank you for bringing that up :3
Can I just say the new netherrack texture is really out of place with everything else, Also the tops of Pillars is really awkward compared to the original texture pack and doesn't translate well
Can I just say the new netherrack texture is really out of place with everything else, Also the tops of Pillars is really awkward compared to the original texture pack and doesn't translate well
While I disagree on the top of pillar texture, I do agree with the new Netherrack. It was more or less a test to see how people would view a few texture changes, but I guess it's not for everyone, so I'll change them back. I shouldn't have altered Eld's original textures anyway :3
My bad, it wasn't the top of the pillar, I thought it was because of how pillary it looked. It's the chiseled marble block. It has a colour closer to stone, and looks FAR too much like a pillar.
My bad, it wasn't the top of the pillar, I thought it was because of how pillary it looked. It's the chiseled marble block. It has a colour closer to stone, and looks FAR too much like a pillar.
Ahh yes, that's what I thought you meant. That was actually part of the set that I did, and Nybb1es didn't retexture that one, so it doesn't fit with the rest. Might make some sort of temporary fix until he gets around too it :3
Just wondering if you can make moving animations on items and blocks.
I noticed that you already made an animation on the eye of ender.
You don't have to make the animations if you want to, but it would be grateful if you did
I don't think this is possible, but if you can put animations on mobs like blinking
Ahh yes, that's what I thought you meant. That was actually part of the set that I did, and Nybb1es didn't retexture that one, so it doesn't fit with the rest. Might make some sort of temporary fix until he gets around too it :3
Huzzah! Just finished this an hour ago. Wend kind of a different direction and made it a bricky block. If you guys don't like it, I can do something more like the default pack. https://www.dropbox....tz chiseled.zip
Just wondering if you can make moving animations on items and blocks.
I noticed that you already made an animation on the eye of ender.
You don't have to make the animations if you want to, but it would be grateful if you did
I don't think this is possible, but if you can put animations on mobs like blinking
We have a couple animated textures, actually, thanks to Nybb1es, and I'm guessing there will be more added in the future, but I'm actually not sure about the mob blinking.
Huzzah! Just finished this an hour ago. Wend kind of a different direction and made it a bricky block. If you guys don't like it, I can do something more like the default pack. https://www.dropbox....tz chiseled.zip
Looks great to me, I think it would certainly be good for having a bigger variety of marble based building projects :3
Yeah I tried doing that myself but I still couldn't get it to work.
But then again I suck at these sorts of things.
Yeah, water animates correctly to the texture provided in the texture pack now; problem is, the animated textures provided in EldPack UCP 13w05b (which is the current version in the OP) is the default; I'm wondering if JMan just grabbed the default ones when he compiled it last or something. So getting the current .txt files from the 1.5 default texture pack will animate them properly, at least, without removing or deleting the files themselves to bypass the texture pack in the first place, like my initial workaround.
They changed how the compass and clock work; before, you could change what the clock looked like by just providing an alternate texture with a pink block where the animated "clock" part goes that showed the time of day. Now, however, it needs a separate frame for each possible position of the clock face, just like other animated textures. This means, of course, we can have custom clocks and compass needles, but it takes more doing. For now, I fixed the clock so that it works like it has up until this point with a lot of copy-pasting:
Compasses are different because only the needle was overlaid previously, so somebody'll need to sit down and repaint the needle frame-by-frame onto the Eldpack texture to make it work. I could copy-paste it like I did the clock, but it'd change the look because the background of the default compass is different than the Eldpack background. I don't have the time or patience right now to fix it, but I might later if nobody beats me to it.
That leaves water and fire and such; I'm going to try using the MCPatcher Texture Pack Updater function again to see if it'll give me a working animated water graphic from an old version of Eldpack, or at least see what it spits out. In the meantime, there's the compass; just change that out in textures/items/ and you'll be able to tell the time again.
In the zip, JMan included "alts.png" which includes two alternate bookshelves, sans bottles. Just swap them into whatever texture file bookshelves ended up in.
The most updated version of this pack is in the OP; it says 1.4.7 but it (mostly) works with 1.5. The actual name of the file is #Eldpack UCP 13w05b. Incidentally, JMan, you might want to think of a more straightforward version number system for those of us who don't bugger with the weekly builds.
If you unzip the texture pack, the textures are under a folder innocuously named "textures," in the "blocks" and "items" subfolders. Water, fire, and lava are in "blocks" and the compass and clock are in "items." Following Styg's instructions works to make them animate and clears up the "texture missing" problem. First, of course, you need to expand minecraft.jar to get to the original .txt files. Here's a step-by-step; I know it works on Mac OSX and is hopefully not too different from what you need to do in Windows or Linux:
1. Go into the bin directory in whatever directory your texturepacks directory is located in.
2. Extract the files from minecraft.jar. An easy way to do this for me was to simply rename minecraft.jar to minecraft.zip and double-click it (make sure to rename it minecraft.jar again afterward).
3. In the newly-unzipped minecraft directory, go to textures/blocks/.
4. Copy all the .txt files (fire_0, fire_1, lava_flow, lava, portal, water_flow, water) to Eldpack/textures/blocks. Unzip Eldpack if necessary to get to the subdirectories.
5. Go "up" a level to bin/minecraft/textures, and go to items/.
6. Copy both the .txt files (clock, compass) to Eldpack/textures/items.
7. Put the clock.png I posted here in Eldpack/textures/items
8. (optional) Compress/zip the Eldpack directory and put it in your texturepacks/ directory. You don't actually need to do this anymore, as Minecraft can load textures from texture packs in directories as well as .zips nowadays. Make sure that you select the directory instead of the .zip file when picking a texture pack if you do, though.
That should take care of non-animating textures, and restore the Eldpack clock.
I'll go see if I can cobble together something for water and whatnot.EDIT: So the MCPatcher Texture Converter doesn't create the text files or animated textures for water, fire, and such. It also just recreates the compass and clock with the static backgrounds that were designed for the overlaid basic needle and clock textures pre-1.5. So no help there; somebody (possibly me later) will have to redo the compass needle and everything manually. As a bonus, this (should) mean that custom water shouldn't require patching to work anymore, so there's that.
EDIT #2: I copy-pasted the water texture the appropriate number of times, using the textures from terrain.png, and while the water is now Eldpack water, it doesn't animate or "flow", though it's at least the right color.
Have a nice day!
I tried even putting the empty ones in it, though, and it still didn't work. I think that animated textures are required to have the text file, and in it, the code or whatever for running the texture, in order for them to work
Glad to hear you got the compass texture; I didn't want to tackle it, honestly.
For the text files, I noticed that some of them are blank, too, notably the compass and clock ones. I don't know if they add extra functionality; looking in the ones that *do* have something in them, it looks to me like they specifically call different "frames" of the graphic, along with telling it how long to display them. Without dinking around with it, I can only postulate, but that would (theoretically) mean you could "program" the graphic via the text file much like object-oriented programming, where you can call up a specific frame from time to time for a "blink" effect, or change the frequency of said effect without having to make an entire new image or use an addon. Just my conjecture, again. For the default functionality, apparently we don't need anything actually in *those* text files, specifically.
The water one, of course, is necessary just to make it display anything other than "texture missing" for flowing water. It's keyed to the default image, which again, without examining "frame" by "frame" I can't figure out how that works specifically, and I don't have a program where I could really create a flowing water graphic anyway so it'd be kind of moot if I figured out how exactly it works.
I zipped all the (default) text files in the correct hierarchical directory structure and included them here for anyone who needs them. Just put them in the /textures subdirectory, in the same directories they're contained in within the zip. Again, these work with the *default* water textures, not anything in Eldpack, but anyone else who wants to use them doesn't have to unarchive minecraft.jar to find them now.
https://dl.dropbox.com/u/28725061/Archive.zip
No worries on the grammar or anything; you get the point across just fine.
As for the sun, it should be round... check the terrain subdirectory in your texture pack and make sure sun.png is there. I don't *think* you need to use MCPatcher to get custom sun and moon textures, but if you haven't patched your Minecraft, it's not a bad idea. There's other bonuses to using MCPatcher, other than just the custom skies.
The bottle one is Eld's original; when possible, we've tried to use as many of Eld's original textures as the "default" for the continuation project. So that's why it's the default. I, too, think it breaks things up in libraries to have that many bottles, but that's why that one was chosen.
https://dl.dropbox.c...lBsX3BPC9A&dl=1
This is my quick example of an animated ender eye, and its associated text file
-snip-
I touched up hellrock to give it more depth and color variation, reduced the dither on cobble (it's a taste thing), redid iron fences to give them more versatility, nether brick, brick blocks and all of quartz done except for chiseled. Also gave ferns little brown stem things.
On top of that, I animated the fire in furnaces, jack-o's and even gave diamond ore a little glint. Emerald will get one too when I get around to it. I can't be bothered to make gifs of each, but trust me, it looks pretty alright. Ooh, and I went through and did all of the ctm png's of glass. Pain in the ass, but worth it.
zip down below.
tutti frutti
Ahh Nybb1es, you never cease to amaze me, thank you again for the wonderful textures
It actually is more or less fully updated to 1.5, I just realized that I should update the post title and the artwork however, so thank you for bringing that up :3
Really glad I can play Vech's Super Hostile with this texturepack, best 16x texturepack out there
While I disagree on the top of pillar texture, I do agree with the new Netherrack. It was more or less a test to see how people would view a few texture changes, but I guess it's not for everyone, so I'll change them back. I shouldn't have altered Eld's original textures anyway :3
Ahh yes, that's what I thought you meant. That was actually part of the set that I did, and Nybb1es didn't retexture that one, so it doesn't fit with the rest. Might make some sort of temporary fix until he gets around too it :3
I noticed that you already made an animation on the eye of ender.
You don't have to make the animations if you want to, but it would be grateful if you did
I don't think this is possible, but if you can put animations on mobs like blinking
Huzzah! Just finished this an hour ago. Wend kind of a different direction and made it a bricky block. If you guys don't like it, I can do something more like the default pack.
https://www.dropbox....tz chiseled.zip
We have a couple animated textures, actually, thanks to Nybb1es, and I'm guessing there will be more added in the future, but I'm actually not sure about the mob blinking.
Looks great to me, I think it would certainly be good for having a bigger variety of marble based building projects :3
No problem, I think it was quite well done :3